
<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js webgl - buffer geometry custom attributes - particles</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<style>
			body {
				color: #ffffff;
				background-color: #000000;
				margin: 0px;
				overflow: hidden;
			}
			#info {
				position: absolute;
				top: 0px;
				width: 100%;
				padding: 5px;
				font-family: Monospace;
				font-size: 13px;
				text-align: center;
				font-weight: bold;
			}
			a {
				color: #fff;
			}
		</style>
	</head>

	<body>
		<p>test</p>
		<div id="container"></div>
		<div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - buffergeometry custom attributes - particles</div>

		<script src="https://threejs.org/build/three.min.js"></script>
		<!-- <script src="../build/three.js"></script>
 -->
 		<script src="js/Detector.js"></script>
		<!-- <script src="js/Detector.js"></script> -->

		<script src="js/libs/stats.min.js"></script>
		<!-- <script src="js/libs/stats.min.js"></script> -->

		<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.11.1/jquery.min.js"></script>
  		<script src="http://d3js.org/d3.v3.js"></script>

		<script src="https://d3js.org/d3-collection.v1.min.js"></script>
		<script src="https://d3js.org/d3-dispatch.v1.min.js"></script>
		<script src="https://d3js.org/d3-dsv.v1.min.js"></script>
		<script src="https://d3js.org/d3-request.v1.min.js"></script>

		<script src="js/controls/OrbitControls.js"></script>

		<script type="x-shader/x-vertex" id="vertexshader">
			attribute float size;
			attribute vec3 customColor;
			varying vec3 vColor;
			void main() {
				vColor = customColor;
				vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
				gl_PointSize = size * ( 300.0 / -mvPosition.z );
				gl_Position = projectionMatrix * mvPosition;
			}
		</script>

		<script type="x-shader/x-fragment" id="fragmentshader">
			uniform vec3 color;
			uniform sampler2D texture;
			varying vec3 vColor;
			void main() {
				gl_FragColor = vec4( color * vColor, 1.0 );
				gl_FragColor = gl_FragColor * texture2D( texture, gl_PointCoord );
			}
		</script>


		<script>
		d3.csv("HDL32.csv", function(error, data) {
			  if (error) throw error;
			  console.log(data); //
			  rest(data)
		});

		function rest(data){
			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
			var renderer, scene, camera, stats;
			var particleSystem, uniforms, geometry;
			//var particles = 100000;
			var particles = data.length;
			console.log("particles length = ",particles)
			var WIDTH = window.innerWidth;
			var HEIGHT = window.innerHeight;
			init();
			animate();
			function init() {
				scene = new THREE.Scene();

				renderer = new THREE.WebGLRenderer();
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				

				var container = document.getElementById( 'container' );
				container.appendChild( renderer.domElement );
				

				camera = new THREE.PerspectiveCamera( 20, WIDTH / HEIGHT, 1, 1000 );
				camera.position.z = 30;
				camera.position.y = -50;
				camera.rotation = 140 * Math.PI / 180

				controls = new THREE.OrbitControls( camera, renderer.domElement );
				controls.addEventListener( 'change', render ); // remove when using animation loop
				controls.enableZoom = true;


				uniforms = {
					color:     { value: new THREE.Color( 0xffffff ) },
					texture:   { value: new THREE.TextureLoader().load( "spark1.png" ) }
				};
				var shaderMaterial = new THREE.ShaderMaterial( {
					uniforms:       uniforms,
					vertexShader:   document.getElementById( 'vertexshader' ).textContent,
					fragmentShader: document.getElementById( 'fragmentshader' ).textContent,
					blending:       THREE.AdditiveBlending,
					depthTest:      false,
					transparent:    true
				});
				var radius = 200;
				geometry = new THREE.BufferGeometry();
				var positions = new Float32Array( particles * 3 );
				var colors = new Float32Array( particles * 3 );
				var sizes = new Float32Array( particles );
				var color = new THREE.Color();
				

				//// D3 
			    // length = 100,
			    // color = d3.scale.linear().domain([1,length])
			    //   .interpolate(d3.interpolateHcl)
			    //   .range([d3.rgb("#007AFF"), d3.rgb('#FFF500')]);


				for ( var i = 0, i3 = 0; i < particles; i ++, i3 += 3 ) {
					if(i<40){ console.log("X is ",data[i]["X"])}
					positions[ i3 + 0 ] = data[i]["X"];
					positions[ i3 + 1 ] = data[i]["Y"];
					positions[ i3 + 2 ] = data[i]["Z"];		

					// positions[ i3 + 0 ] = ( Math.random() * 2 - 1 ) * radius;
					// positions[ i3 + 1 ] = ( Math.random() * 2 - 1 ) * radius;
					// positions[ i3 + 2 ] = ( Math.random() * 2 - 1 ) * radius;
					 //color.setHSL( i / particles, 1.0, 0.5 );

					nearest_int = Math.ceil(data[i]["distance_m"])
					if(i<10){console.log("nearest_int = ",nearest_int,"data[i]['distance_m']",data[i]["distance_m"])}
					
					// colors[ i3 + 0 ] = color[nearest_int]
					// colors[ i3 + 1 ] = color[nearest_int]
					// colors[ i3 + 2 ] = color[nearest_int]

					color.setHSL( 15 / nearest_int, 1, 0.5 );

					colors[ i3 + 0 ] = color.r;
					colors[ i3 + 1 ] = color.g;
					colors[ i3 + 2 ] = color.b;
					sizes[ i ] = 3;
				}
				geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
				geometry.addAttribute( 'customColor', new THREE.BufferAttribute( colors, 3 ) );
				geometry.addAttribute( 'size', new THREE.BufferAttribute( sizes, 1 ) );
				particleSystem = new THREE.Points( geometry, shaderMaterial );
				scene.add( particleSystem );
				
				// renderer = new THREE.WebGLRenderer();
				// renderer.setPixelRatio( window.devicePixelRatio );
				// renderer.setSize( WIDTH, HEIGHT );
				// var container = document.getElementById( 'container' );
				// container.appendChild( renderer.domElement );


				stats = new Stats();
				container.appendChild( stats.dom );
				//
				window.addEventListener( 'resize', onWindowResize, false );
			}
			function onWindowResize() {
				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();
				renderer.setSize( window.innerWidth, window.innerHeight );
			}
			function animate() {
				requestAnimationFrame( animate );
					
				controls.update();

				render();
				stats.update();
			}
			function render() {
				var time = Date.now() * 0.005;
				//particleSystem.rotation.z = 0.01 * time;
				var sizes = geometry.attributes.size.array;
				// for ( var i = 0; i < particles; i++ ) {
				// 	sizes[ i ] = 10 * ( 1 + Math.sin( 0.1 * i + time ) );
				// }
				geometry.attributes.size.needsUpdate = true;
				renderer.render( scene, camera );
			}
		}
	</script>

</body>
</html>